private void DisplayUseableAbilities()
    {
        ClearMenu();
        being.ListUseableAbilities();

        for (int i = 0; i < being.useableAbilities.Count; i++)
        {
            //put a button in the list
            GameObject b = GameObject.Instantiate(button, content);
            //space each button out by height
            b.transform.position = new Vector3(b.transform.position.x, b.transform.position.y - (25 * i), b.transform.position.z);
            //give the button a reference to this ability
            b.GetComponent <ButtonBehaviours>().SetAsAbilityButton(actionManager, this, being.useableAbilities[i]);
            //Set the buttons onClick behaviour to fire its own ButtonClicked method from its own ButtonBehaviours script (because each button is initialized differently)
            //This onClick behaviour does not show in the inspector for some reason, but it does work
            b.GetComponent <Button>().onClick.AddListener(b.GetComponent <ButtonBehaviours>().ButtonClicked);
            buttons.Add(b);
        }
    }